Then maybe there should be some limited number of rebelling dwarves, for example 60% of the fort. If the number of rebelling dwarves exceeds this number you can't take control over them.
That is a contrived solution to one of several problems, none of which needed to exist in the first place. The most efficiant solution is not to create the problem in the first place. There is absolutely no reason why players needs to be able to take over fortresses that have rebelled against them.
It might be possible to track down all the problems and individually create an gamey mechanism for each of them but that is a lot of needless work for Toady to create a mechanism for a legion of problems, themselves frequently creating more problems when a simple and elegant solution totally in keeping with the spirit of the game exists.
The aftermath of a civil war is guaranteed to have no greater than the maximum military strength a fort had prior to a civil war. Because a bunch of Dwarves die in the process. This is seriously just.. it's a tantrum spiral with plot. Tantrum spirals happen right now and you can reclaim that fort and get all of the goods that were in it without any issue at all. There is no reason to make it impossible to reclaim a fortress, and what you're suggesting just makes the game tedious and ruins it for anyone playing a meta-game.
It is not a just tantrum spiral with plot, unless you get your way. In a tantrum spiral the dwarves damaged your capital during their tantrums and you lost the entire population, having to start again with. In this case however you get to keep the whole population with all their skills along with the accumalated capital, provided that you pissed off so many people at a time
You are dead wrong on the military front. The defeated army will have a small mountain of metal equipment, equipment that can be used to equip even more soliders. The only effective limit on military power other than population is the available amount of military equipment since there is no real drawback to having everyone in a squad as long as you do not activate all squads at a time.
We have a poor player who has ignores the demands of their dwarves in order to obsessively focus on the military has now been rewarded with even more militery might. While the player that moderated his military obsession but too late ends up being crushed by the might of the mountainhome both because he lost or maimed loyalist dwarves in the rebellion and because he did not acquire the maximum amount of arnaments.
Dwarves don't have a concept of the player at all, that's the whole problem this is meant to address. Tacking on arbitrary restrictions to simulate Dwarves being mad at a player is a completely pointless endeavor that can only serve to reduce the number of things you can do in the game. How is it fun to be locked out of a fort because you were making a mega-project? How is it more fun to be locked out of a fort ever than to be able to go in and play a rebel civ? There's no point at all to being locked out. It's not fun, it's not immersive, it doesn't make the game more realistic because realistically the player doesn't exist to the Dwarves and exists even less if they think of their nobles as the ones screwing them over.
The dwarves do have a concept of the player. The player is 'a mysterious force' that guided a particular individual to do certain things. However it is quite clear that you the 'mysterious force' is operating under certain restrictions, the majority of individuals and all the settlements that you did not create are beyond your control.
The player is the 'mysterious force' guiding the government. If people rebel against the government, they are rebelling against the player because the player and the government are one. Else players would be able to say 'tantrum not', 'strange mood not' to their dwarves because it is realisticly required that they have the ability to control everything and everyone.
What you advocate is unrealistic because there are no realistic consequences for events. You and the government have been overthrown, being overthrown means you are locked out of what you used to run. You can always come back in adventure mode and visit your old fortress, so there is no physical locking out at all.
What I advocate however is our being able to play on as our exiled loyalist dwarves as they create a new site. That way the player is directly rewarded for still managing to keep some dwarves happy even when the writing is on the wall rather than flooding everything in order to exterminate the whole population and reclaiming the deserted site.
If people start getting locked out of the game because they're not good at it new players won't start. The entire idea is preposterous and doesn't even have a realistic in-game explanation to it.
Nonsense. Being overthrown is not an easy thing to accomplish because the game explicitly tells the player about all the factions in your fortress and how pissed off them are. The player can always do things to placate the unhappy or rebelling factions and there is a buy time mechanic built into the game.
The new player that simply makes mistakes can appoint nobles from rebellious factions in order to placate the faction. The beauty of this idea is that those nobles cannot be dismissed without pissing off the factions more than appointing them. But there are limited number of noble positions and if a faction that owns all the nobles rebels it is insta win for them.
It did, however, take away your source of migrants as well as the only caravan that brings steel (or anything else on demand.) Any future soldiers or laborers you're going to be raising from scratch (read: useless children.) You're on a more even playing field with equipment material and greatly outnumbered.
For how long? The central government does not represent a ruling class since there is none, so it is not a Left/Right thing. The central government also cannot represent the 'mysterious force' that is the player obviously since we never play as the central government unless we are the mountainhome, which in has just been taken over by the rebels.
There is actually no realistic motivation as to why the central government would even intervene in the first place. The player's old government would not represent anything to them other than the cook that set fire to the kitchen. They want to save the kitchen not the cook and they certainly would not send an army to destroy both themselves and the kitchen in order to save the cook.